Year

2026

Gaming · Service marketplace

Duration

12+

Eligibility-aware auto-assign

Two groups, two rounds each. Per-booster game / service / rank / max-order-value caps. 30-min default timer.

UTB overview

Boosters split into priority and fallback groups per service. Within a group, the worker notifies one pro at a time — never broadcasts. Each group gets two rounds. Default per-attempt timer is 30 minutes; long-duration services (≥12h) get 180, rush gets 30, individual services can override. If everyone passes, the order escalates to manual-assignment-required and an operator picks it up. BullMQ idempotency keys make retries safe; no double assigns. Eligibility is layered: Batch-8 strict whitelists (game / service / rank-tier / max order value), legacy service eligibility, time-of-day window in the booster's timezone, and a concurrent-load cap (default 3). Late accepts after timeout get a dedicated audit row for admin review.

Mechanics
  • Priority R1 → Priority R2 → Fallback R1 → Fallback R2 → manual.
  • Sequential single-booster notifications — no auction noise.
  • Per-booster game / service / rank-tier / max-order-value whitelists.
  • Service-level timeout override; 30-min default; 180-min long-duration heuristic.
  • Late-accept admin signal as its own audit event.
Assignment ladder — priority + fallback, two rounds each, eligibility caps.
Assignment ladder — priority + fallback, two rounds each, eligibility caps.
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